- Jul 25, 2020
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Time will tell. We're not anywhere near the full release, after all.I hope Team-Apple Pie add Minotour like MBM
I hope Team-Apple Pie add Minotour like MBM
Another bump, since we're discussing about roster list again.(Merfolk added when?)
that'd be awesome!!I'd personally want every monster we got in MBM + new ones. Maybe some super-sized variants like Dragons or Behemoths. Do I expect them (no), but even as named NPCs to do quests for to breed some high-end MonMusu.
If you're reducing infamy, just don't collect the women from gob/orc raids and they will stay there allowing you to skip sending more women.Oh, by the by, the max 'damage' your units can take raiding/plundering is 61 (Both the 'south' woman villageA and the goblin burrow), 71 (northern woman villageB, the one with traits), and 81 (the Orc).
So you could theoretically raid any camp immediately after the 4th gobbo grows up, guaranteed. You have greater than 90% odds that your initial 3 will raid the Orc camp, and can always raid the norther Woman VillageB.
You also need to reach these thresholds [100, 300, 500, 800, 1100, 1200] of infamy for each level of raiding. Orc Village costs 25 (+25) Infamy to Sabotage, and reduces Infamy by 40 (-40) to Plunder. Woman VillageB costs 50 (+50) Infamy to Plunder. Woman VillageA costs 30 (+30).
You'll always be net negative (-15) after Plundering the Orc Burrow once , Goblins you are positive(+5) so just send surrogates at the Orcs to eventually reduce Aggro/Infamy.
You can really trigger 100 infamy at Day 1, but you'd have like 3 Goblins once you were done.
i've got a question, i tried doing this, and made sure it was enclosed and nothing got broke in the process, but nothing seemed to change. i used notepad for it. just checking to see if i made any mistakesOne way or other, you probably required to edit the general.trait file, for example...
The conception 100 is a new entry I made, exclusively for player. Further reading, the VALUE is the plus/minus range of which number would be added, so if you only put one value like I did, the 100, it will stay on that value, unchanged.Code:{ "Id": "ConceptionRate4", "Type": "ConceptionRate", "Name": "#ConceptionRate", "Value": [-15, -1, 1, 15], "Positive": [1], "Script": "TraitScripts.ConceptionRate", }, { "Id": "ConceptionRate100", "Type": "ConceptionRate", "Name": "#ConceptionRate", "Value": [100], "Positive": [1], "Script": "TraitScripts.ConceptionRate", },
Need to add trait to MC I guess.i've got a question, i tried doing this, and made sure it was enclosed and nothing got broke in the process, but nothing seemed to change. i used notepad for it. just checking to see if i made any mistakes
View attachment 4379619
ah, thank youNeed to add trait to MC I guess.
If added to player1.character file will require to start new game for that.
"Trait": ["TraitId1", "TraitId2", ... "TraitIdN" ],
Thanks. It misses at least the Orcs, those are still censored.I did a quick and dirty decensor: Link
Just unzip, drop it in streaming assets, and replace all.
Let me know if you find anything I missed.
I'll take a look. What scenes?Thanks. It misses at least the Orcs, those are still censored.
Looking at the concept art they have posted, they have shown both humanoid adventurers of all the MBM humanoids as well as Monmusu versions of all 5 of the monster types. Obviously, this doesn't necessarily mean they'll actually add them all, but it shows they are at least thinking about it.I hope Team-Apple Pie add Minotour like MBM
Hopefully we'll see something like that. Currently, the raid mechanics don't interact with much and are basically just a check on a couple of stats. There's no advantage to having varied stats, a balanced attack group or even any fancy abilities on your raiders.Idea :
Raids can be observable, watch your monster team attack a preset location (village, castle etc etc) in the same style as attackers on ours (one direction only?).
can make it so that each location has a series of defenses (traps, towers etc) that can do major damage to certain units (spike trap, kills gobbos, but orcs can jump over it, maybe have Oni's be trap disablers?)
Perhaps If you continuously raid a location, the number of enemies and traps increases?
I mean, the Map screen is a new Map. It's already implemented like that. Doesn't set the other scenes to pause.Looking at the concept art they have posted, they have shown both humanoid adventurers of all the MBM humanoids as well as Monmusu versions of all 5 of the monster types. Obviously, this doesn't necessarily mean they'll actually add them all, but it shows they are at least thinking about it.
Hopefully we'll see something like that. Currently, the raid mechanics don't interact with much and are basically just a check on a couple of stats. There's no advantage to having varied stats, a balanced attack group or even any fancy abilities on your raiders.
We already know that they can do multiple maps operating simultaneously as they had that in MBM with the player's manor, so feasibly they could port that mechanic across to make it so raids function fully as a simulated combat encounter where our raiders have to engage enemies and destroy doors. If this gets too computationally intensive, they could even make it so the raid is separated into a travel time and a combat time, with the combat stage pausing the game on the main burrow while you are watching the events unfold.
And if they can't feasibly do that, it would be nice to see raids that depend on different stats and combinations. For example, raiding a remote location that requires hunting and tracking skills might require a raiding party with high critical chance, or a demonic coven of succubi might need forces with very low sex times to get through with minimal distraction.
i tried doing this, and made sure it was enclosed and nothing got broke in the process, but nothing seemed to change.
All of those was started off with Player Get Traits mod, there is no need to tweak with .character file.If added to player1.character file will require to start new game for that.